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Topics - Ansehelm

Spriting / Ansehelm's Sprites (FFT Expansion)
March 17, 2022, 01:06:10 pm
Hey y'all, I've never made a spriting thread before, but I've made a few Frankensprites for my own hack, and though I might as well post them here:

I don't consider myself much of an artist, but I think most of these turned out well. The Giant Spider sprite is a port from an old game called Lords of Magic, and I'm not great at making portraits from scratch, so it's blank for now.  The Saito portrait could also use a tweak or two.  I'm aware that there is another version of a Chocobo knight sprite out there, but this one is unrelated, although I did use Twinees' male berserker sprite for the lower body.  The panther knight portrait used parts of the Wolf Knight portrait by Lijj, and the Royal Cavalier portrait is a tweak of Srekciv's Vicks portrait.  My mod uses a fair amount of recoloring of other units, but those aren't fully unique units to justify their posting here.

Feedback is always welcome, and if anyone wants to take a crack at a spider portrait, that would be dope. :cool:
I'm going to standardize damage in my mod by switching punch abilities to linear damage. AFAIK there aren't any straight PA*X abilities that don't also involve WP, so I'm looking for an ASM that changes a formula to PA*X.  Also, how does one change the standard punch/barehanded attack formula (not the individual punch art abilities)?
Help! / How to make the Deep Dungeon available earlier?
February 16, 2021, 02:17:45 pm
So pretty self-explanatory, I want DD to be discoverable earlier, say after the Finath River plot battle.  I had assumed this was a matter of editing the World Map Editor/Conditions spreadsheet, but even after reading the World Map instructions wiki entry, I can't make sense of the DD info enough to do it.  Is there a post that explains how the DD triggering works, or is that in another area altogether?
Heyo humans,
I'm making a character in my mod that's basically an Über Chemist and uses the extra (A1) Item skillset with more item availability than the standard chemist.  I can't seem to get the skillset to function at all - the character can learn skills, but in battle it always says "no abilities can be used" under the base job.  I've looked into this a bit and all I've found are posts talking about changing the "action menus," under which the A1 Item slot already has "Item Inventory" set. If I change the type of action menu, the items show up in battle, but are all colored in red, and I can't use the items, supposedly for lack of mana...
I'm aware that some Asms alter how skillsets are used, but all I've seen in those posts to be in the context of Jump, Geomancy, etc, and haven't seen them with reference to items. 
So how can I make additional item skillsets work for the player?
Edit: 4/4/22 - New update

Hey y'all!
So I've been working on this project, on and off, for quite some time.  It's a vanilla mod, which was originally heavily inspired by the old 1.3, but has deviated substantially therefrom, and draws inspiration from a variety of other mods, such as Celdia's patch and FFT+, with a generous dose of my own imaginings.  The main draw of the mod is that it adds a plethora of new content much as an "expansion pack" would in other game series. It features a wide variety of invitable new characters and monsters, and the addition of many new items, many of which do more than was possible in vanilla.  While it by no means complete and polished, I've got a fairly workable, fully playable version of the mod here and ready for some initial playtesting.

-It is built on FFHacktics' The Lion War mod, and as such contains most of TLW's content (although Ashley Riot has been replaced).  It employs many of the "latest and greatest" developments in FFT, such as Glain's Bench hack, and Pride's excellent Item Attribute rewrite, and Xifanie's Synth Shop.

-It is intended to be fairly high difficulty overall, although this is somewhat tempered by powerful units and items that become available to the player.  In particular, battles involving shrine knights may be quite difficult.

-Monsters are generally stronger and more useful than in vanilla.  Especially the later tier monsters such as behemoths and dragonkin have excellent stats and multiple strong R/S/Ms.  Monsters such as chocobos are now more useful as transportation due to increased move stats, and the removal of the Move+3 Ability from most human units. 

-Enemy units in all encounters are around the player's highest level, and most of them have decent abilities and R/S/Ms to make for challenging battles.

-Many of the exploits that made Vanilla absurdly easy have been tweaked or removed.  For example, you can no longer raise BR/FA sky high (although events can increase brave slightly, as in Vanilla), Blade Grasp is not available to most units, and the enemy will target your transparent units.

-Money is much more scarce, and you likely won't become a Gillionare, but rather will have to spend judiciously, steal, or sell old items to thrive financially.  The "bonus gil" reward based on level has been entirely removed, and the gil reward for a battle depends on the units in it.  Monsters nearly always seem to lack purses, and will yield no gil, except in a few rare "monster hunt" battles where a particularly ferocious beast nets a sizeable bounty.  Human units generally carry small amounts of gil, although thieves, sky pirates, shrine knights and nobles have been known to carry fat wallets from time to time.  This does not scale with level, so a Lv99 Squire won't yield more money than a Lv10.  Propositions are the easiest way to make money 

-It introduces many new monsters, some of which can be invited, and others which cannot.  In order to make room for some of the new classes, I had to consolidate the old Goblin, Morbol, Uribo, and Panther classes.  These units still exist in the game as single units, but cannot be tamed (honestly, who wants a big slimy Morbol anyway?)

-Although it is intended to be reasonably well balanced, balance is not necessarily the highest priority at all times.

There is a large amount of new units and items in the game, and not all of them will fall into the player's lap as a matter of course. Here are the unit/items that are possible to miss:

-There is an adventurer who can join your party if you find him in a rare battle approaching Zigolis Swamp from the west.

-A Kreuzritter with a unique name can be invited at the first Zalmo Battle.  There are other Kreuzritters in the game, but this is currently the only one that can be invited.  The Kreuzritter has an ability with a higher hit rate than the standard Invite (very low hit rate in this mod), so I recommend getting him to make inviting other special characters easier.  This unit is very powerful, but has very limited movement, unless mounted on a chocobo or lesser dragon.

-The library at Orbonne holds many artifacts besides just the zodiac stone.  One of the Rune Knights in the first battle can be invited
-The 2nd library battle (with Izlude) features a guest unit (Valkyrie), but also has 2 valuable move-find items: The first is in the corner near where your units start, and the other item is right in front of the doorway in the opposite corner of the map. 
-The third library Battle (Wiegraf) features a generic knight that has a special skillset in the 2nd slot.  He can be invited and can change jobs, but never replace his second skillset, because you won't be able to get it back. 

-Bed Desert holds two legendary artifacts buried alongside the ancient palace within the sand. 

-The apanda family can now be invited and lay eggs, and there are 3 classes.  They are inviteable in their typical Celia/Lede battles, and in some rare battles.

-The Byblos in the Elidibs battle has been replaced with a new guest unit that can join.

-Zalera does not float in his battle (TLW legacy issue)

-Some abilities are used both by humans and monsters, and sometimes the monster animation isn't a good match.  IIRC there is an ASM that fixes this that I will likely apply (Medium priority), but for now, if you see a monster that has a somewhat wonky animation while using an ability, don't report it as a bug.

-At least on one recent runthrough, many plot events feature units walking in place at the end of the event,  instead of standing still (high priority to fix this).

-In general, some of the sprites have mild imperfections.  For example, the Tonberry sprite (provided on the FFhacktics site) has a few pixels floating above the unit in its dead pose.  Other units have somewhat wonky singing/charging animations, or similar extra pixels that display during certain actions.  The Giant Spider does not yet have a portrait graphic, and other sprites that I created may not necessarily live up to the highest artistic ideals.  If you see something like this, know that I am generally aware and will be working on it, and don't report it as a "bug" - save that for larger issues that affect gameplay.

I don't think these are bugs per se, but there are things I'm mindful of that may be improved in the future:
-Eventing/introductions have not been done for several characters, including the Royal Cavalier, Wolf of Mibu, and the Yuguo Woods guest. As of now, they join your party without any backstory or explanation, but I will likely add some exposition to this in the future. 

-Although this hack is built using The Lion War as a base, it does not employ the extra job hack, due to conflicts with other ASMs.

-Propositions are the way.  Special units can go on propositions, and they are the easiest ways to make money, and to get JP without grinding.

-The Unit Bench is useful not only for breeding monsters and having more characters in your party, it is also useful if any character in your party (besides Ramza) is overlevelled relative to the rest of your party.  Nearly all enemy levels are based off the highest unit in your party, but will not count your high level units that are Benched.  Just be sure to spend all possible JP before benching, since units will lose all unspent JP in the Bench.

Onion Knights are very difficult to unlock, but have excellent growths, can equip nearly every item, and have strong support abilities.

The Lion War Team (TLW Resources 1.06 were used). Here are the credits:
TLW Staff

Attack.out Rebuild, Spreadsheet & GUI
Worldmap Rebuild
WotL Event Additions & Fixes
Mod Organization
Vanilla Event Fixes and Jumps
ASM Setup, Application & Testing
Sound Novel fixes and Implimentation

Initial Attack.out Rebuild, Spreadsheet & GUI
Initial Worldmap Rebuild
Sidequest Changes & WotL Implimentation

ASM - Altima Teleport
ASM - Event Instruction Upgrade Hack
ASM - Extra Abilities Effects Hack
ASM - Map 120 Edits
ASM - Unit Restriction & Guests in Randoms
New Game Plus Work (not yet complete)
Squashing some bugs

De-WotLize Dialogue in WotL Event Ports
Translated & Fixed Sound Novel Images
Title Screen & Lead-in frames from WotL Movie to Title Screen

ASM - Rumor Edits
ASM - ARH Lite - TLW Edition

ASM - 1E4 & 1E5 Become Adeptness & Sturdy
ASM - Barrage & Weapon Strike Rewrite
ASM - Extra Generic Class

ASM - Bravestory Fix
ASM - UWEntries

Sprite Fixes & Edits

New Ashley Riot Sprite

WotL Opening & Intro Movie Ports

WotL Event Fixes

Allowing merge of her ISIA patch for Consolidation.

Several event fixes.


Also uses ASMS by Glain, Xifanie, Emmy, Choto, Pride, RavenofRagriz, and others (I will double check and add).
Image Credits:

Kagebunji, Twinees, Nippon Ichi Software


Lady Frimelda
Zozma, Twinees, Smash

Cecil Dark Knight
CidIII Mando

Kyousukeee, Smash

Cavalier, Male

Jon, Smash, (help from Mav, Jimmyjw88, Kagebunji, Smash)

Kagebunji, Square-Enix

Kagebunji, Square-Enix

Zozma, Luiakyn

Viking Female

Agrias (Ponytail)
Lydyn, Zozma



Kagebunji, Square-Enix

Kagebunji, Square-Enix, Smash, Mav, Twinee

Male Rogue
R999, Lijj

Male Samurai

Female Berserker

Kagebunji, Twinees

Blue Mage Male
Kagebunji, Mando

Choto, Lijj

Anji Sprite based on Zozma's Berserker Sprite
Panther Knight portrait based on Lijj's Wolf Knight Portrait.

Title Screen Art by Puruco

Bugtesters for FFT Expansion:

Feel free to chip in with your impressions, critiques, comments, bug reports and so forth. I will probably see this thread at least every 2-3 days, at least initially.
Hey y'all, so I was planning on using both Choto's extra job hack (1.17) along with Pride's Item Attribute hack (1.1) for my mod, but after having some issues, I checked in FFTOrgasm and it turns out they're incompatible because they overlap somewhat with their use of SCUS space.


ASMs really aren't my thing and I don't anticipate making the time to learn, but I was wondering if one of these hacks (probably the Item Attribute one would be easier) could be moved to overwrite/reference a different area in the SCUS file so that both would be compatible. If not, I'll just pick one to use and go from there, but I thought I'd run it by you all first.  I gather that SCUS space is pretty limited, and making this work might mean the removal of other functions, but that may be worth the price. Anyway, I'd appreciate your insights.
Help! / How to Increase Steal Gil Yields? (PSX)
May 21, 2020, 09:02:47 am
Howdy y'all,
I'm looking for a way to make gil stealing more viable in my mod, partially by lowering the bonus money generated from standard battles, but even so, most of the time the ability just isn't nearly strong enough to be worth using. Ideally I'd want a hack that can change the formula to yield somewhere from 3 to 10x what it currently gives, and I don't believe there's any way to do this in patcher. Any ASM leads?
Heyo homies,
So I'm replacing the Byblos/Apanda sprite with a new character, and have also changed the corresponding portrait and formation screen sprites in Shishi.  The formation sprite appears fine, but for some reason the portrait is that of the new character, but with the old Byblos palette colors. I can't figure out where this palette info is even coming from, given that I've replaced the original Byblos sprite/palette, as well as the formation and portrait graphics.  (This only appears to happen with some monster classes I've tried). Anyone know where this apparent additional monster palette info is stored, and how to change it?
Question - so if I use the specialized Shishi editor provided in the resources zip, I notice that it copies imported spritesheets to any areas that have redundant sprites in vanilla - for example, if I import new sprites into the undead knight, oracle, wizard etc (located near or between the Lucavi sprites) that are graphically the same as those used later on for generic units, not only does the new sprite replace the intended redundant sprite, but it also replaces the later iteration of that sprite used for generics (knights, oracles, etc). 

This considerably limits the amount of new sprites I'm able to add into my mod, so I'd prefer to use a more standard version of Shishi that allows me to replace the extras without screwing up generic job classes.  Assuming I add all the TLW sprites in correctly, will this interfere with the functionality of the rest of the mod (i.e. is the data saved by apparently referencing a smaller sprite pool needed elsewhere), or am I clear to go ahead with this method?
Help! / How to sync evtchr palettes?
March 08, 2019, 01:10:39 pm
Heyo homies, another deep question for ya:

So for my mod I'm making several evtchr edits so that new sprites match up with the cutscene sprites.  For example, I'm using the de-hooded version of Meliadoul, so I'm editing sprites 116 0-2.  The easy part is editing the actual pixel art, the hard part is getting the palettes to sync up properly so that each character displays without wonky colors (the hooded Meliadoul uses a fairly different palette and color order than the vanilla Melly).  https://ibb.co/HnWfxNw.  I adjusted the order of the colors in the palette for the first image, sort of eyeballing them to follow the similar pattern for the palettes in the next two images (the first image has meliadoul's palette, the second, Ramzas, the third, the Zodiac stone's).  Unfortunately, the colors have to be in exactly the right order, and I don't know of a reliable way to predict this.  Otherwise one image will look fine, but the other two (Ramza and the stone) will be wonky.

Bottom line is, I can figure this out with A LOT of trial and error, but there's gotta be an easier way, some sort of systematic method to make the palettes sync up with the colors of the modified palette in the proper order.  Unleash your wisdom upon me
Heyo homies,

I'm looking to create a random battle (a specific floor of the DD) that only allows the player to enter one unit into battle, as part of a duel scenario.  I've run across a random battle editor here, but my cursory review of it at least did not make this capability obvious. Am I missing something there, or is there another method to unlock this madness?

PSX FFT Hacking / How to permaguest joining units?
March 05, 2019, 03:28:00 pm
Heyo homies,
So as you know in FFT, there are some units that join as "guests" and do not contribute to your party limit of 16.  In vanilla, this designation is ultimately temporary.  In my mod, I want to have 4 characters that can permanently join and fight in random battles, but will retain the "guest" flag so as to allow for up to 20 party members.  I don't see an option that influences this in patcher, is this an event-related thing, or how do I alter it?

Edit: I ran into a thread talking about expanding the party roster to 20, but apparently there are bugs with it, especially involving the Beowulf sidequest.  Either way, it doesn't seem to be fully resolved there.
Also Edit: I realize I probably should have posted this in the "help" forum again. My bad
Heyo homies,

So formula 4 in FFTP is the one that allows for guns that can fire variable spells (Fire1, 2, or 3). Problem is, the guns that use it are pretty underwhelming.  I'd like to be able to increase their damage output by 50-75%, but don't want to raise the Weapon Power, since this can be abused with Jump and similar abilities.  By the same token, the spells are already pretty powerful by themselves (I wonder if this formula halves the damage versus the spell was cast normally).  Anyway, is there a well-worn path to either crank up the damage output of this formula across the board, or allow for variable increases, such as formula 2D (PA*(WP +Y))?

Also, while we're at it, I've changed several item types in my mod (e.g. helmet to robe), and it sort of works, except that the robe has a little helmet image next to it and is only equipped on the head - Apparently modifying "Item Type" in patcher doesn't do much.  How does one *actually* change the type of item?  Not strictly necessary, but it would save me from a lot of item reshuffling.


Edit: Also, I guess I should've posted this in the help forum. My bad. Feel free to move
Spriting / Portrait palette color transfer issues?
November 24, 2018, 12:54:19 pm
Hey homies,
So for several sprites I'm working on, I've had this problem where the portraits look funny in Shishi, even if they look fine on the spritesheet (I am aware that the portrait palette is the 9th row down in Graphicsgale).  The problem is that there is apparently not a 1 to 1 relationship between the sprite colors (first row) and portrait colors (9th row) - some sprite colors are not represented at in the portrait (meaning some portrait colors cover 2 sprite colors).  Anyway, the whole reverse engineering portrait palettes seems, tricky - Is there a simple way to insert a portrait (from a separate .bmp and insert its palette without it getting all wonky or losing colors?

Heyo homies, I have some basic familiarity with changing unit formation and portrait sprites, and am pleased to see the ease with which this is doable in the newest version of Shishi.  Given what I know about FFT modding, I don't believe it's feasible to add to the number of existing formation portraits and sprites, but that what is existing must be worked with.  I'm aware that there are a few that are not used, namely Simon, Balmalfula, Teta, etc, for the player, but I'm wondering if there is a known way to reassign some of the sprites.  For example, Uribos are not available to join the player's party in my mod, but I want to reassign their formation graphics and portraits to a unit of a different spritesheet.  Hope this make sense, any leads?

Heyo homies, just wondering how to go about two things:

1. Add plot battles to existing locations: Locations such as Bervenia Volcano appear after a certain point, but there is never an orange dot/plot battle there, and I want to make one.  Also, I've noticed that Monster Tactics adds a battle after most cutscenes.  How might I get a start on this?

2. Adding Random Battles to other locations.  Say I wanted to add optional random battles to the Thieves' Fort, Fort Zeakden, Nelveska Temple and Golgorand Execution site, where do I begin?  I imagine these are both event related.

Help! / Disabling Eggs for only one monster type?
July 05, 2018, 09:28:38 am
Heyo homies, as stated above, I want to remove breeding for only one monster class.  I know there are workarounds via swapping job slots with something that is not technically a monster, but is there a way to disable eggs for one specific class of monsters without shuffling jobs around?
Event Editing / Editing Existing Event Text?
June 25, 2018, 11:52:21 pm
Heyo homies, it's been a while.  Back to work on a mod of mine - for now, all I need to do is edit some existing event text.  I know this can't be done with Tactext, but I heard it was fairly simple.  Just looking for some leads on how to begin

Help! / Multi-Attack Weapons?
September 28, 2017, 09:09:05 pm
Hey homies,

I want to make a Zhuge Crossbow/Chu Ko Nu weapon that fires several weak bolts per attack, and I'm wondering if there's a convenient way to get the weapon to do this.  Worst case scenario, I can just make the weapon 100% proc a multi hit attack, but I think that would only animate the character firing once, and I don"t think it would stack with other abilities (e.g a weapon-range poison attack).  So what I'm looking for is for a weapon formula that fires a certain number of times while maintaining all attributes of a normal weapon attack.  Any leads?
Can't find them in Shishi...how do I access the item spritesheets?
I want to add/replace sprites that aren't currently in the game.
Hey homies,

So I'm looking to make some items that give high stats in some areas and negatives in others to compensate (e.g. heavy armor with great hp boosts but -1 speed).  I know this is possible, but it doesn't work in patcher since the field for item attributes doesn't accept negatives.  How can I work around this?

Also, how does one get an item that includes an R/S/M reaction (e.g. a magic carpet that makes the user fly).  Again, I know it's been done, but how would I go about it?
Hey homies, wasn't sure where to put this exactly, hope this is the right place.

So I've known for a while that there was some tension between Arch on the 1.3 ID forums and this site, but can we let that go already?  I'm not interested in hearing old war stories about the reasons behind this schism, valid as they may be, I just mentioned it because I was going to post in the New Projects Section about a project that I'm working on that has some basis in 1.3's changes, and included a link to the ID site where I have a thread (which Arch hasn't been seen around for ages, by the way).  Anyway, as some of you well know, this site changes any mention of "Inzane Difficulty" to "insanely derpy," including in any links. 

Humorous though that may be, I can't help but finding it rather unprofessional - not that we as modders/gamers are paid "professionals" that necessarily need to conform to a standard of impeccable behavior, but for the reason that it seems a little on the medieval side - I find it overly dramatic and it creates a needless divide between two communities with great members that share an appreciation for FFT.  Whatever may be said about Arch, 1.3, which included the work of Philsov and others, was a dang good mod for its time and is what rekindled my interest in FFT.  So can't we all channel our inner hippies, kiss and make up, and recognize the validity of someone else's work, whatever his personal characteristics may have been?  Or if that's not good enough, make up for the sake of the 1.3 forum, which is still semi-active (although less so in the summer months, I've noted)?  Like two cities, these two forums can grow stronger through positive exchange and interaction, or be left to stagnate in their isolation. I say let's "not make war on dead men". But what are y'all gonna do?
Hey homies, appreciate the help I've gotten here so far.  A few more questions for now...

How do you make an ability that only works when the user is critical?  One example is fft 1.3's defy pain, but I want to make an offensive ability that is only available when critical.

Also, how do you make abilities that only work on units with certain statii? e.g. to KO a sleeping/don't move/stopped unit but nobody else?  An example is 1.3's Damnation (KO's a unit with reraise), but the setup in patcher is less than intuitive.  On a similar vein, I notice there are abilities that only affect certain classes, such as Reis's Dragon abilities or seal evil - can more be made like these, for example an ability that doubles damage to undead classes or only works on specific monster types?

Hey y'all,
So I'm trying to maximize new content in a mod I'm making, but things are not always as they seem with regards to what is actually available for use.  For example, I edited skillset 80 (80-9A are all empty and nameless) - it works fine to hold skills, but the name/text I applied to it via patcher doesn't show up, so I figure it's unusable textwise.  Other examples I've noticed are the 5C-5E ??? slots in Shishi - I've actually gotten the first one (or two?) to work, but the third one seems unusable.  Anyways, is there some list of the unusable/glitchy jobs/skillsets/spritesheet slots that I should be aware of to minimize needless effort?

(Also, I notice that jobs 9C - 9F in patcher are empty, although there's no corresponding text boxes for them in tactext - is there a reasonable way to link text to them?)

Hola all,
Pregunta - so I've been making new spritesheets and palettes and trying to have units of the same job class appear with several possible palettes (much like generics have different colors for friends and foes/different teams), but they always have the same palette. I know there's a section in FFTpatcher for palette in ENTD, but it doesn't seem to work.  Any insights?
Help! / Several Ability Questions
June 22, 2017, 03:04:11 pm
Hey y'all, making some abilities for my mod, and I was wondering how several things can be accomplished:
-Make a damage ability that can only be used in critical, similar to fft 1.3's defy ability, but with offensive capabilities
-Make an ability that targets the caster and enemies, but not other allies, and/or KO's the caster only while dealing damage
to enemies
-I want to make an ability with the grand cross graphic that removes debuffs from allies, but I haven't been able to get it working - is the graphic hardcoded in such a way that this doesn't work?
-Make an ability that damages or KOs only units with a certaim status (e.g sleep)

I'm also experimenting with having one enemy unit crystallized/treasured at the beginning of battles in a hard-to-reach area -(by having that job class have innate crystal/treasure). The crystal works decently, but the rotation is wonky, and the treasure chest looks like a discolored chicken.  I'll experiment with scrapping the sprite for that unit, but was wondering if anyone had insight into this
So for a mod I'm making, I'm editing weapon categories and converting some into others (e.g. rods into swords, bags into spears, etc) as per the guide here entitled "Converting Weapon Categories".  The problem is the actual attacking sprite only vaguely resembles the sprite/palette that I change the item to, so that the colors are off and sometimes even the type is wrong (for example, a rod changed into a katana has a straight sword sprite).  How can I fix this?
Help! / Copying Break Swordskills...
December 26, 2016, 03:00:41 pm
Hey, so I'm trying to create a new ability in FFTpatcher that uses the swordskill formula that damages and breaks a piece of equipment, but when I clone the skill, the clone invariably has a 0% chance of working in all situations.  Anybody know what's up?
Help! / My mod, and some feasibility questions...
December 06, 2016, 08:41:11 pm
Hey friends, name's Ansehelm.

I'm working on a modding the game in a way that adds units/graphics and mostly relies on FFTPatcher changes, but I do a little bit of hex editing and will employ some of the things that are possible (and realistically achievable without herculean effort) through ASM hacking...So I have a few questions regarding what is possible and how it can be done.  I've looked over quite a few ASM threads and some tutorials, but there isn't exactly a comprehensive unified list of what has been done so far.

1.  I'm trying to add a poachable monster, without replacing any existing monsters.  Is there a way to do that and assign items?

2.  I'm trying to make more than one monster (but not all of them) mountable.  The hacks I've seen allow either 1 more mountable monster, or all mountable monsters.  Is there some happy medium whereby I could do just 2-3?

3.  I want to have monsters that can equip weapons but still have monster death noises. 

4.  Is it possible to add new battles at new locations on the map, or to add new story battles?

5.  (Related) Is it possible to add more levels to the Deep Dungeon, or to add another unlockable DD style location?

6.  I've seen battles in JoT5 begin with units mounted on chocobos - how do I do this?

7.  Is it possible to add battles on the unused maps in the game, or to import WOTL maps?

8.  I know that effect animations can be modified out of game, but is it possible to switch palettes for an animation (without having to replace it), such that I could have, say, a yellow stasis sword (while keeping the original blue available)?

9. Can a unit be knocked back 3 squares with a single attack?

Thanks in advance